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Home Page: http://neo-source.com
License: Other
FinalBurn Neo - We are Team FBNeo.
Home Page: http://neo-source.com
License: Other
The build bot does not generate the debug build exe for some reason
Hello, is-it possible to add neogeo CHD in the emulator, please
Thanks
said game cuts off the screen, obscuring the moon's ground.
@tmaul I noticed a few warnings when building the snes driver :
../../burn/drv/snes/snes.h:147:18: warning: non-static data member initializers only available with -std=c++11 or -std=gnu++11
INT32 cpumode = 0;
^
../../burn/drv/snes/snes.h:148:15: warning: non-static data member initializers only available with -std=c++11 or -std=gnu++11
INT8 inwai = 0; // Set when WAI is called
^
../../burn/drv/snes/snes_dsp.cpp:42:3: warning: unnamed type with no linkage used to declare variable ' dsp' with linkage
} dsp;
^~~
About the first 2 warnings, it might be better to avoid c++11 code whenever it's possible, some targets for the libretro port don't like that (especially console targets like the ps3 iirc).
The third warning is solved by making the struct static.
After the latest commits related with new drivers of berzerk and frenzy, I am unable to compile it through VS2019.
The log it's attached to this ticket: log.txt
inserting coin during the PGM logo works fine.
Hello, we would have to change the name too : "fba_vs2019.exe" -> "fbneo_vs2019.exe" and for "fba.chm" -> "fbneo.chm".
What is the file "preset-example.zip". I do not understand.
Could you explain, please.
Thanks
It seems that the structures for hrdtimes and wbeachvl are a lot different, despite running on the same hardware. For clones, there's bigtwinb and luckboomh, we could support luckboom as a parent set. Please do note that hrdtimes has no sound.
in main.cpp line 876 bCmdOptUsed is trying to be set to 2, when it's a Boolean. Looks like at some point it was used to set to fullscreen, but I am not sure it's working as expected currently as it can only ever be 1. Does anyone have any ideas on what to do with this? Convert to an int and rename to nCmdOptUsed? Or set to 1 instead of 2?
Something sounds off/missing here compared with MAME. The jumping and sword attack sfx are probably the most notable. Like there's some warbly detail missing. Attached a WAV with MAME playing first, then FBN.
In MAME, both of these have a third button dedicated to rapid shot. I've only tested the libretro core, but figured these two might be missing it upstream too, since Espgaluda has a working rapid shot button in the core.
I added a trackball to the commands, i selected the "Mouse (Ball only)" on the Controls menù and everything seems works well with lightgun games.
I have instead an issue in Thunder Blade and Thunder Ceptor because when i select "Mouse (Ball only)" i can't accelerate because the core doesn't let me set the Accelerate or Throttle commands. I can only move (with trackball) and shoot (with buttons).
In debug build, VS2019 would create a different dat-file than GCC.
https://www.retroroms.info/forum/topic/Final-Burn-Neo-0-2-97-44.htm#5074
"kof97t" reboot after pressing start while having credits (tested with the default bios)
I have bulk added the help files to the wiki, so that is now open for pull requests :) Currently full of references to FBAlpha and is out of date.
Makes a good first issue if anyone wants to contribute...
(as suggested on #86 )
Is it possible to speed up ROM scanning?
Maybe adding an option that only controls the hash of the zip file and not the content of it.
Recently had to do a clean install of Retropie due to a memory card crash. As previously on a thread I had started (and was resolved) on the Retropie forums the binary of FBNeo had a weak steering issue on Outrun.
https://retropie.org.uk/forum/topic/22207/how-to-increase-steering-sensitivity-on-lr-fbalpha
However this time, since updating the source, Outrun no longer works, and just hangs on the bootup (the multicoloured pixellation).
Tested on libretro port only.
Someone was asking me how fbneo performed against genplus_gx, tried 2 games, found 2 issues 🤣
psolar : I think the game worked in the past, now it's crashing after a few seconds with the following trace
#0 0x7f47f3f299d1 in write_a13_word ../../burn/drv/megadrive/stm95.cpp:260
#1 0x7f47f3f29def in write_a13_byte ../../burn/drv/megadrive/stm95.cpp:273
#2 0x7f47f4db50ac in WriteByte ../../cpu/m68000_intf.cpp:297
#3 0x7f47f4db50ac in M68KWriteByte ../../cpu/m68000_intf.cpp:714
#4 0x7f47f3687645 in m68ki_write_8_fc ../../cpu/m68k/m68kcpu.h:1154
#5 0x7f47f3687645 in m68k_op_move_8_al_i ../../cpu/m68k/m68kops.c:19046
#6 0x7f47f35670b8 in m68k_executeMD ../../cpu/m68k/m68kcpu.c:888
#7 0x7f47f3f20e19 in SekRunM68k ../../burn/drv/megadrive/megadrive.cpp:71
#8 0x7f47f3f27ac5 in MegadriveFrame() ../../burn/drv/megadrive/megadrive.cpp:4785
#9 0x7f47f37b0a7e in BurnDrvFrame ../../burn/burn.cpp:746
#10 0x7f47f4fea8ee in ForceFrameStep ../../burner/libretro/libretro.cpp:452
#11 0x7f47f4fecd23 in retro_run ../../burner/libretro/libretro.cpp:864
#12 0x5567155d83ac (/usr/bin/retroarch+0x603ac)
#13 0x5567155dd58b (/usr/bin/retroarch+0x6558b)
#14 0x5567155d70df (/usr/bin/retroarch+0x5f0df)
#15 0x7f4812eb579a in __libc_start_main (/lib64/libc.so.6+0x2379a)
#16 0x5567155d4039 (/usr/bin/retroarch+0x5c039)
bomber : music is not working properly on the title screen
Hopefully the 3rd game i tried (sonic) worked properly, and i could confirm both emulators run at the same speed 👍 .
I'll try to do a complete check of the system with asan soon.
Not sure if it's related to the duping/skipping mentioned in an issue @libretro#12 but in Visual Studio 2019 the screen doesn't update at all. Looking into it more: I've discovered it never hits certain memory handlers e.g. the IO one declared in the TMS init or any of the DMA ones in MK1. @dinkc64 last build posted at neosource works ok though so maybe GCC is better at hiding whatever the problem is. If I can ever get enough time to read the CMake instructions, I would like to try a clang build but other than that I've hit my skill limit on this one!
it got added in MAME 0,205, runs on the tumbleb driver.
static struct BurnRomInfo MagipurRomDesc[] = {
{ "2-27c040.bin", 0x80000, 0x135c5de7, BRF_ESS | BRF_PRG }, // 0 68000 Program Code
{ "3-27c040.bin", 0x80000, 0xee4b16da, BRF_ESS | BRF_PRG }, // 1
{ "6-27c040.bin", 0x40000, 0xb25b5872, BRF_GRA }, // 2 Tiles
{ "7-27c040.bin", 0x40000, 0xd3c3a672, BRF_GRA }, // 3
{ "4-27c040.bin", 0x40000, 0xe460a77d, BRF_GRA }, // 4 Sprites
{ "5-27c040.bin", 0x40000, 0x79c53627, BRF_GRA }, // 5
{ "1-27c020.bin", 0x40000, 0x84dcf771 , BRF_SND }, // 6 Samples
};
I tested some games that i usually run with mame2010 core.
fbneo has issues on these:
afighter >> strange blue screen, don't work
bagman >> works but the screen is translated right
dotron >> works but lacks some commands and seems there's a button stuck
enduror >> strange screen and don't work
gemini >> same above
Hope they will be fixed soon, thanks.
Hello,
everything is in the title.
Thanks for your help :o)
Same CPU, sound, graphics as Genesis/Mega Drive, but with an additional Altera EPM5032 and Sega 315-5242 color encoder. Supports games like Puzzle & Action Ichidant/Tant-R, Columns, and Puyo Puyo.
They were fixed on MAME upstream.
mamedev/mame@1f4f1c4#diff-b97b819f9dd3da176607cf9b1f1f0133 for reference
Hello,
In UI language, "french.flt" and other language for test does'nt work, english only.
Thanks for your help :o)
These graphical bugs were improved a little while back in MAME.
Still not perfect in MAME, but better. This should be the commit that helped it over there: mamedev/mame@ef93f30
Only thing I did was match the offsets of the chips as well as providing some game info in the crospang driver.
// Pitapat Puzzle
static struct BurnRomInfo pitapatRomDesc[] = {
{ "ua02.j3", 0x80000, 0xb3d3ac7e, 1 | BRF_PRG | BRF_ESS }, // 0 68k Code
{ "ua03.j5", 0x80000, 0xeda85635, 1 | BRF_PRG | BRF_ESS }, // 1
{ "us02.r4", 0x10000, 0xc7cc05fa, 2 | BRF_PRG | BRF_ESS }, // 2 Z80 Code
{ "us08.u7", 0x40000, 0xdab99a43, 3 | BRF_SND }, // 3 Oki Samples
{ "uc07.t11", 0x80000, 0xf4a529c1, 4 | BRF_GRA }, // 4 Background Tiles
{ "uc08.r11", 0x80000, 0x3f827218, 4 | BRF_GRA }, // 5
{ "ud14.p11", 0x40000, 0x92e23e92, 5 | BRF_GRA }, // 6 Sprites
{ "ud15.m11", 0x40000, 0x7d3d6dba, 5 | BRF_GRA }, // 7
{ "ud16.l11", 0x40000, 0x5c09dff8, 5 | BRF_GRA }, // 8
{ "ud17.j11", 0x40000, 0xd4c67e2e, 5 | BRF_GRA }, // 9
};
STD_ROM_PICK(pitapat)
STD_ROM_FN(pitapat)
static INT32 pitapatInit()
{
return DrvInit(pitapatLoadRoms);
}
struct BurnDriver BurnDrvPitapat = {
"pitapat", NULL, NULL, NULL, "1997 ",
"Pitapat Puzzle\0", NULL, "F2 System", "Puzzle",
NULL, NULL, NULL, NULL,
BDF_GAME_WORKING, 2, HARDWARE_MISC_POST90S, GBF_PUZZLE, 0,
NULL, pitapatRomInfo, pitapatRomName, NULL, NULL, NULL, NULL, CrospangInputInfo, PitapatDIPInfo,
pitapatInit, DrvExit, DrvFrame, DrvDraw, DrvScan, &DrvRecalc, 0x300,
320, 240, 4, 3
};
only thing missing is the dipswitch.
Sand Scorpion, sound effects are working but music isn't starting.
Tested on libretro (current) + stand-alone (end of May), win7 x64.
Music is working in MAME.
The games in this driver mention a cchip bios, however there is no cchip bios in FBNeo (there is a RomDesc for it though)
Hi there.
So the the core timing for Dodonpachi DiaOuJou Black Label (and white label) is incorrect. It's listed at a generic "60.0" fps. The correct timing (per mame) is 59.17, this may not seem like a big difference, but it makes a difference and a ton of shmup players want to use FBN for playing this game accurately.
Thank you!
MAME2003 Plus has this supported.
Hello, when you scan (and re-scan) the repertory (for example) msx on 7z format = the roms are not detected. (by changing the roms in zip format = no problem)
Is-it possible to add 7zip support ?
Version of "fbn-x64-vs.7z" in github-commit-88177af3210b938c4247abaa59eec09513db8fc0 (appveyor-build)
Thanks
Time to make FBN more FBN, here it is the icon based on the new logo:
FBN_icon.zip
Compared to MAME, the BGM in this game plays noticeably slower in FBN. Not sure exactly how much.
It was great to see that the Tetris: The Grand Master 2 (tgm2/p) slowdown bug recently got fixed. However, I noticed that the first game in that series is not playable in FBA. If you field requests from users, I'd like to add a request for Tetris: The Grand Master (tgmj in MAME). That game is emulated well in recent versions of MAME, but it has a lot of input lag. For that reason, playing it in FBA would be a big improvement over the status quo.
Please excuse if this is the wrong venue for making a feature request.
Hello, in section help -> system information -> close FBNeo
Thanks for your help :o)
The crc32 of MegaDrive rom bare knuckle iii (english translation).bin should be 68917751 instead of 041b99f7.
Or was there a newer translation than Twilight v1.0?
There are some inconsistent audio clicks or pops in this game in FBN that I can't reproduce in MAME. The easiest way to hear one is to keep inserting credits at the title screen. Eventually I'll get a pop. When enemies explode there's a click at the end of the sound effect sometimes too. I recorded a clip where I isolated a few examples.
I haven't noticed this type of problem in any other games I've tried in FBN libretro so far.
Last standalone debug version has problems of screen freeze on initial NeoGeo boot (green screen).
Update: The problem occur only on Win XP, seem that it work on Win 10
I was benchmarking input lag for some systems against the fbalpha2012 libretro core (which is based on 0.2.97.24) and noticed something : fbalpha2012 has 1 frame of input lag on cps1, while current fbneo has 2 frames. I only tested this on sf2 & dino.
On a sidenote, CPS2 (and the few other systems i tested) has the same input lag on both cores.
The AppVeyor does not generate artifacts, I'm not sure if that it's intended or a forgotten feature...
https://ci.appveyor.com/project/tmaul/fbneo-kbhgd/branch/master/artifacts
Following a post at https://forums.libretro.com/t/fb-neo-and-msx-games/22610 , i tested antarct
and i couldn't get past the title screen when it asks to press 1 (joystick) or 2 (keyboard). All buttons from the InputList seemed mapped so i think we lack some keys.
As the title.
The select jingle when you choose your course and whether you want player select or team edit is missing. It does play on the screen after those when you select your ship.
These games are the only Namco classics that are left unsupported, we already have the drivers needed, so porting is an easy task.
WIP driver, but not flagged as such.
Since updating the source of FBneo, Chase HQ now no longer has any road textures, and the steering is very weak.
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